/Engine/Source/Editor/UnrealEd/Public/Kismet2/BlueprintEditorUtils.h
If the given node is from an editor only module but is placed in a runtime blueprint then place a warning in the message log that it will not be included in a cooked build.
static void ValidateEditorOnlyNodes ( const [UK2Node](API\Editor\BlueprintGraph\UK2Node) * Node, [FCompilerResultsLog](API\Editor\UnrealEd\Kismet2\FCompilerResultsLog) & MessageLog )